Hi folx! Here are some thoughts about Powers in general — their nature, as a game element category, etc. — that have occurred to me over the years, along with my brief thoughts on them. I’m posting them here to stimulate discussion, but not to limit or restrict it. These aren’t necessarily all the general issues about Powers that could be considered, nor the only thoughts about them. Feel free to post anything here that you think is relevant and reasonably constructive; you don’t have to limit yourself to what I’ve posted.
Regardless of whatever opinion I post on an idea, I’m always willing to be convinced otherwise if you think you can do it.The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.
Periodically I may post other questions and thoughts that occur to me.
Q: Should we change the term “Power”?
Steve’s Thoughts: The use of “Power” as a term for a game element is confusing, since it’s not the same thing as a power, and because Powers can be used to create abilities that people don’t think of as “powers.” It’s a relic of the HERO System’s roots in the Comic Book Superhero genre.
However, despite my not liking it, and despite having discussed this issue with a lot of people over the years, I’ve yet to come up with anything better.
Q: Should we consider renaming some of the Powers?
Steve’s Thoughts: Arguably some of the Powers still have names that are a bit too “comic book-y,” that suggest certain special effects, or that use strained language. Here are some examples that occur to me:
Current Name —> Possible Change
Armor —> Defense, Passive
Desolidification —> Intangibiliity
Ego Attack —> Mental Attack
Energy Blast —> Normal Attack, Ranged (or possibly “Blast”)
Entangle —> Restrain
Force Field —> Defense, Active
Force Wall —> Wall (or maybe Barrier)
HA —> Normal Attack, HTH
And perhaps all the continuing-effect Mental Powers should have more “generic” names, too, but I think that can slide given that they are, in fact, Mental/Psionic 99% of the time.![]()
Honestly, though — I’m not sure making these changes gains us much of anything. They’re definitely more generic and less superhero-y, but also kind of flavorless. I’m not sure it’s worth upsetting the apple cart. The only one I’m strongly sold on so far is Ego Attack —> Mental Attack.
Q: Should we consider adding some new Powers?
Steve’s Thoughts: There’s certainly no shortage of candidates for new Powers that have been suggested over the years. In my HEROglyphs columns I described the following:
Probability Alteration (DH #4, allows character to alter probabilities affecting him or others)
Object Creation DH #7, allows creation of simple objects)
Activate (DH #14, allows character to activate devices/machines at range)
Automaton Powers (DH #44, Automaton Powers for all character types)
Of these, I think the one that definitely deserves serious consideration is Activate. The contortions I had to go through to build abilities to activate devices in the USPD tell me that we need some standard, easy-to-use rule for that effect.
Beyond those, other suggestions I have heard include:
—making Succor a distinct Power
—a power that allows characters to suffocate targets
—a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
—a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
—a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
—a personal Defense Power that provides protection like a Force Wall does
—an Invulnerability power
In considering whether to add a new Power, I think we should keep several issues in mind. First, does a new Power make the HERO System easier to learn or use? You can, for example, build a suffocation attack now, but it’s not as easy or effective as it perhaps should be; adding Suffocate as a Power increases ease of use. Second, does a new Power plug a “gap” in the System or provide something that’s lacking? A “Stun you” and “Knock you Out” Powers would fall into this category. Third, can a new Power be expressed relatively “generically” and in a way that makes it useful in enough genres to merit inclusion in the core rules?
Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?
Steve’s Thoughts: As early as the 4th Edition design process it was suggested that the number of Powers be boiled down to four — Attack, Defend, Move, Sense — and that all the different Power effects be created from them with Power Modifiers. I don’t think the idea had any more merit then than it does now, and have no intention of implementing it (unless, as usual, someone were to come up with an utterly brilliant argument in its favor). I think this would make the HERO System even harder to learn and create far more problems than it might solve.



The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.

I don't see the rest of them as clear improvements, and I particularly dislike "Defense, Passive" and "Defense, Active" which remind me of military procurement forms. I'd think if you went with those names you'd want an entry under the old names Armor and Force Field that directed people where to find these effects. Thinking about it a little more, I do also kind of like "Entangle -> Restrain." People familiar with the system understand what Entangle is, but to new folks the word Entangle sort of implies a physical object.



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